Dev Diary #41

Hey there everyone!

We’ve missed you and we’re excited to give you an update on the progress we’ve made in the first quarter of this year for Underground Garage.

Our programming and technical team have been hard at work adding new features like a dissolve effect, and destruction for individual lights (left and right). We’ve also been refining the HUD shader and making sure everything is consistent with the new system in the geometry of the car. We’ve made significant progress on dynamic inputs, new hierarchy for the mechanic, and refactored the mechanic to handle the new way car parts are controlled.

Our design team has been busy developing key features for multiplayer and a reward system for mechanic jobs and quests . We’re also focusing on creating a city where the player’s garage will be located with a rich narrative, unique laws, and NPCs to meet.

You can see the work in progress of new city below:

Our UI/UX designer has been working on creating a store and inventory that is user-friendly and easy to navigate. We’ve put a lot of thought into how to present inventory items in a way that is easily comparable and identifiable without cluttering the space too much. We’re also adding additional interactions to inventory items, like marking, flagging for junk, selling, and multiselling.

We’ve been working hard to create a shop menu that’s user-friendly and easy to navigate, as well as ensuring it’s gamepad-friendly.

And last but not least, we’ve been creating new parts for your cars:

Thank you for your continued support, and stay tuned for more!

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